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The primary purpose of Fate Points is to manage your Aspects in play. Using your aspects in a positive way grants a bonus, but it also costs Fate Points. Having your Aspects used against you will grant Fate Points however. There are three way Aspects may be used:
 
The primary purpose of Fate Points is to manage your Aspects in play. Using your aspects in a positive way grants a bonus, but it also costs Fate Points. Having your Aspects used against you will grant Fate Points however. There are three way Aspects may be used:
*'''Invoking''' You may Invoke your Aspects, or the aspects of an object under your control. You invoke an aspect by spending 1 Fate Point in a situation where the Aspect would be advantageous (for instance you might invoke the aspect 'built like a brick wall' to resist being knocked down, resist damage, or smacking someone else around. But definitely not performing ballet) and you recieve +1d6 bonus to the roll involved or a reroll.
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*'''Invoking''' You may Invoke your Aspects, or the aspects of an object under your control. You invoke an aspect by spending 1 Fate Point in a situation where the Aspect would be advantageous (for instance you might invoke the aspect 'built like a brick wall' to resist being knocked down, resist damage, or smacking someone else around. But definitely not performing ballet) and you recieve +1d6 bonus to the roll involved.
*'''Tagging''' The scenery and other characters can have aspects too. When you want to use these Aspects to your advantage it's called a tag. Tagging an opponent's aspects is just like Invoking one of yours, you spend a fate point, explain how it'll help you, and you gain +1d6 to your roll or a reroll. Of course, you don't necessarily know your opponent's Aspects, in these cases you might guess. If you guess correctly (or at least 'close enough') then the tag works like normal. If your guess is wrong then you get the Fate Point back, unless the fact that you know you guessed wrong reveals something important, in which case you spend the fate point anyway. For instance, if you attempted to tag a hypothetical aspect "Dumb as a Post" on the bumbling, imbecile captian you've been talking to and the GM reveals that the captian doesn't have that aspect (or a similar one). You wouldn't get the Fate Point back, but now you know the captain isn't nearly as dumb as he seems.  
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*'''Tagging''' The scenery and other characters can have aspects too. When you want to use these Aspects to your advantage it's called a tag. Tagging an opponent's aspects is just like Invoking one of yours, you spend a fate point, explain how it'll help you, and you gain +1d6 to your roll. Of course, you don't necessarily know your opponent's Aspects, in these cases you might guess. If you guess correctly (or at least 'close enough') then the tag works like normal. If your guess is wrong then you get the Fate Point back, unless the fact that you know you guessed wrong reveals something important, in which case you spend the fate point anyway. For instance, if you attempted to tag a hypothetical aspect "Dumb as a Post" on the bumbling, imbecile captian you've been talking to and the GM reveals that the captian doesn't have that aspect (or a similar one). You wouldn't get the Fate Point back, but now you know the captain isn't nearly as dumb as he seems.  
*'''Compelling''' Compelling is when the GM decides to use one of your Aspects against you (if an NPC does this, it's tagging). Typically Compelling doesn't involve a bonus or penalty, instead the GM declares that you may not or must do something (although generally the 'how') is up to you. If your Aspect is compelled the GM offers you a fate point and requests that your character follow the aspect. If you don't want to follow it, you must give the GM a fate point in order to ignore it. If the GM really feels that this is important he may offer you two fate points (which will require that you give up two fate points in order to ignore), or even 3. For Example: If your character had the Aspect "Short Tempered" and someone important insulted you during a party where it was important that you be on your best behavior the GM would offer you a fate point, requesting that you respond to the insult in some way (how is up to you, a snippy comeback, a challenge to a duel, or a punch in the face). If you really, really didn't want to get into trouble you would buy off the GM with a fate point, and if he really really wanted to start something he could up the ante (but he may also make more extreme requests).
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*'''Compelling''' Compelling is when the GM decides to use one of your Aspects against you (if an NPC does this, it's tagging). Typically Compelling doesn't involve a bonus or penalty, instead the GM declares that you may not or must do something (although generally the 'how') is up to you. If your Aspect is compelled the GM offers you a fate point and requests that your character follow the aspect. If you don't want to follow it, you must give the GM a fate point in order to ignore it. If the GM really feels that this is important he may offer you two fate points (which will require that you give up two fate points in order to ignore), or even 3. For Example: If your character had the Aspect "Short Tempered" and someone important insulted you during a party where it was important that you be on your best behavior the GM would offer you a fate point, requesting that you respond to the insult in some way (how is up to you, a snippy comeback, a challenge to a duel, or a punch in the face). If you really, really didn't want to get into trouble you would buy off the GM with a fate point, and if he really really wanted to start something he could up the ante (but he may also make more extreme requests).  
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==Charms==
 
==Charms==
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*Celestial Circle: Those who see Celestial circle spells in action usually attribute them to acts of the gods themselves. These spells can create abundance, destroy cities, summon demons whose powers rival the gods or grant passage to Heaven itself. Lunars and Sidereals may learn these spells, but they may go no higher.
 
*Celestial Circle: Those who see Celestial circle spells in action usually attribute them to acts of the gods themselves. These spells can create abundance, destroy cities, summon demons whose powers rival the gods or grant passage to Heaven itself. Lunars and Sidereals may learn these spells, but they may go no higher.
 
*Solar Circle: Only the Chosen of the Unconquered Sun may learn spells of this level. With this much raw power a Solar could slay a greater god or a behemoth the size of a mountain, he can summon demons whose powers are far greater than any god but the Incarnae, or he could send an entire city beyond time and into Elsewhere.
 
*Solar Circle: Only the Chosen of the Unconquered Sun may learn spells of this level. With this much raw power a Solar could slay a greater god or a behemoth the size of a mountain, he can summon demons whose powers are far greater than any god but the Incarnae, or he could send an entire city beyond time and into Elsewhere.
 
 
 
==Bit about the setting==
 
 
In general, you don't need to know a ton about the setting beyond the basics on the Directions posted above. But there are a couple of things that deserve mention.
 
 
===Organizations===
 
*'''The Realm''' The Realm is the largest and most powerful empire in Creation and it's currently gearing up for a devestating civil war in the absence of it's Empress. The Realm is also the seat of Dragon-Blooded power and it has the largest and most powerful population of Exalted anywhere. Outside the Blessed Isle itself the Realm has more limited power but most countries are at least tributaries of the Realm even if they aren't ruled directly by it.
 
*'''The Immaculate Order''' The Immaculate Order is the official religion of the realm and the main reason Solars and Lunars are feared as Anathema everywhere in Creation. The Immaculate monks are extremely skilled martial artists and many of them accompany Wyld Hunts to search for Anathema and purge heresy.
 
*'''The Guild''' The Guild is one of the largest economic forces in Creation, a huge organization of traders, moneylenders, bankers, and craftsmen. They are responsible for much of the trade outside of the Blessed Isle and are known to deal in anything and everything: slaves, drugs, food, jade, and even artifacts and alchemy. The Guild even makes deals with the Fair Folk.
 
 
===Forces===
 
*'''The Wyld''' The Wyld is the raw chaos beyond the edge of creation, which bleeds in along the edges and in pockets throughout Creation (especially the West). Where the Wyld has influence mutations are common and the laws of reality and nature warp. While most civilized people have nothing to do with the Wyld it's quite common for mutated beastmen and wyld barbarians to live along the fringes. Some have become so mutated by the forces of the wyld that they can no longer survive without it. The Wyld is also the home of the Fair Folk.
 
*'''The Underworld''' This is where the unquiet shades of mortals end up when they cannot pass on through the cycle of reincarnation. Many cultures actually believe this is a good thing, it allows them to keep the wisdom of their ancestors from generation to generation and they usually have shamans or rituals that allow them to commune with the ghosts of their ancestors. The Underworld 'leaks' into Creation in the Shadowlands where the two overlap. The underworld is dangerous for the Exalted because they cannot regain Essence there.
 
 
===Naming Conventions===
 
The names in Exalted are a big part of the setting and they are usually long, and bitchin`.
 

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